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C++ GLES_RenderData::glColor4f方法代码示例

本文整理汇总了C++中GLES_RenderData::glColor4f方法的典型用法代码示例。如果您正苦于以下问题:C++ GLES_RenderData::glColor4f方法的具体用法?C++ GLES_RenderData::glColor4f怎么用?C++ GLES_RenderData::glColor4f使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GLES_RenderData的用法示例。


在下文中一共展示了GLES_RenderData::glColor4f方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1:

static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
                     int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    int i;
    GLshort *vertices;

    GLES_SetBlendMode(data, renderer->blendMode, 1);

    data->glColor4f((GLfloat) renderer->r * inv255f,
                    (GLfloat) renderer->g * inv255f,
                    (GLfloat) renderer->b * inv255f,
                    (GLfloat) renderer->a * inv255f);

    vertices = SDL_stack_alloc(GLshort, count*2);
    for (i = 0; i < count; ++i) {
        vertices[2*i+0] = (GLshort)points[i].x;
        vertices[2*i+1] = (GLshort)points[i].y;
    }
    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    data->glEnableClientState(GL_VERTEX_ARRAY);
    if (count > 2 && 
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
        /* GL_LINE_LOOP takes care of the final segment */
        --count;
        data->glDrawArrays(GL_LINE_LOOP, 0, count);
    } else {
        data->glDrawArrays(GL_LINE_STRIP, 0, count);
    }
    data->glDisableClientState(GL_VERTEX_ARRAY);
    SDL_stack_free(vertices);

    return 0;
}
开发者ID:albertz,项目名称:sdl,代码行数:35,代码来源:SDL_renderer_gles.c

示例2: SetupTextureUpdate

static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{

    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
    int minx, miny, maxx, maxy;
    GLfloat minu, maxu, minv, maxv;
    int i;
    void *temp_buffer;          /* used for reformatting dirty rect pixels */
    void *temp_ptr;

    data->glEnable(GL_TEXTURE_2D);

    if (texturedata->dirty.list) {
        SDL_DirtyRect *dirty;
        void *pixels;
        int bpp = SDL_BYTESPERPIXEL(texture->format);
        int pitch = texturedata->pitch;

        SetupTextureUpdate(data, texture, pitch);

        data->glBindTexture(texturedata->type, texturedata->texture);
        for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
            SDL_Rect *rect = &dirty->rect;
            pixels =
                (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
                          rect->x * bpp);
            /*      There is no GL_UNPACK_ROW_LENGTH in OpenGLES 
               we must do this reformatting ourselves(!)

               maybe it'd be a good idea to keep a temp buffer around
               for this purpose rather than allocating it each time
             */
            temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
            temp_ptr = temp_buffer;
            for (i = 0; i < rect->h; i++) {
                SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
                temp_ptr += rect->w * bpp;
                pixels += pitch;
            }

            data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
                                  rect->w, rect->h, texturedata->format,
                                  texturedata->formattype, temp_buffer);

            SDL_free(temp_buffer);

        }
        SDL_ClearDirtyRects(&texturedata->dirty);
    }

    data->glBindTexture(texturedata->type, texturedata->texture);

    if (texture->modMode) {
        data->glColor4f((GLfloat) texture->r * inv255f,
                        (GLfloat) texture->g * inv255f,
                        (GLfloat) texture->b * inv255f,
                        (GLfloat) texture->a * inv255f);
    } else {
        data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    }

    GLES_SetBlendMode(data, texture->blendMode, 0);

    switch (texture->scaleMode) {
    case SDL_TEXTURESCALEMODE_NONE:
    case SDL_TEXTURESCALEMODE_FAST:
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
                              GL_NEAREST);
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
                              GL_NEAREST);
        break;
    case SDL_TEXTURESCALEMODE_SLOW:
    case SDL_TEXTURESCALEMODE_BEST:
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
                              GL_LINEAR);
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
                              GL_LINEAR);
        break;
    }

    if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
        /* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
        SDL_Window *window = renderer->window;
        GLint cropRect[4];
        cropRect[0] = srcrect->x;
        cropRect[1] = srcrect->y + srcrect->h;
        cropRect[2] = srcrect->w;
        cropRect[3] = -srcrect->h;
        data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
                               cropRect);
        data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h,
                            0, dstrect->w, dstrect->h);
    } else {

        minx = dstrect->x;
        miny = dstrect->y;
        maxx = dstrect->x + dstrect->w;
//.........这里部分代码省略.........
开发者ID:albertz,项目名称:sdl,代码行数:101,代码来源:SDL_renderer_gles.c


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